varying highp vec2 textureCoordinate;

precision highp float;

uniform sampler2D inputImageTexture;
uniform sampler2D curve;

void main()
{
    highp vec4 textureColor;
    highp vec4 textureColorRes;
    highp float satVal = 65.0 / 100.0;

    float xCoordinate = textureCoordinate.x;
    float yCoordinate = textureCoordinate.y;

    highp float redCurveValue;
    highp float greenCurveValue;
    highp float blueCurveValue;

    textureColor = texture2D( inputImageTexture, vec2(xCoordinate, yCoordinate));
    textureColorRes = textureColor;

    redCurveValue = texture2D(curve, vec2(textureColor.r, 0.0)).r;
    greenCurveValue = texture2D(curve, vec2(textureColor.g, 0.0)).g;
    blueCurveValue = texture2D(curve, vec2(textureColor.b, 0.0)).b;

    highp float G = (redCurveValue + greenCurveValue + blueCurveValue);
    G = G / 3.0;

    redCurveValue = ((1.0 - satVal) * G + satVal * redCurveValue);
    greenCurveValue = ((1.0 - satVal) * G + satVal * greenCurveValue);
    blueCurveValue = ((1.0 - satVal) * G + satVal * blueCurveValue);
    redCurveValue = (((redCurveValue) > (1.0)) ? (1.0) : (((redCurveValue) < (0.0)) ? (0.0) : (redCurveValue)));
    greenCurveValue = (((greenCurveValue) > (1.0)) ? (1.0) : (((greenCurveValue) < (0.0)) ? (0.0) : (greenCurveValue)));
    blueCurveValue = (((blueCurveValue) > (1.0)) ? (1.0) : (((blueCurveValue) < (0.0)) ? (0.0) : (blueCurveValue)));

    redCurveValue = texture2D(curve, vec2(redCurveValue, 0.0)).a;
    greenCurveValue = texture2D(curve, vec2(greenCurveValue, 0.0)).a;
    blueCurveValue = texture2D(curve, vec2(blueCurveValue, 0.0)).a;

    highp vec4 base = vec4(redCurveValue, greenCurveValue, blueCurveValue, 1.0);
    highp vec4 overlayer = vec4(250.0/255.0, 227.0/255.0, 193.0/255.0, 1.0);

    textureColor = overlayer * base;
    base = (textureColor - base) * 0.850980 + base;
    textureColor = base;

    gl_FragColor = vec4(textureColor.r, textureColor.g, textureColor.b, 1.0);
}
